Adrenaline Booster
| Adrenaline Booster | |
|---|---|
| Class | Circulatory System |
| Tier | Tier 1 |
| Attribute | Reflexes |
| Capacity | 14 |
The Adrenaline Booster refills V's Stamina after every melee kill. Every melee attack costs Stamina. With this implant, each enemy cut down with a blade or a blunt weapon puts some Stamina back. It suits melee builds that chain one kill into the next. It matters most for melee fighters who do not run a Berserk, which removes Stamina costs only while it is active. The Adrenaline Booster is an early to late game implant, sold by every ripperdoc in Night City and Dogtown from the start of the game.
Effect
The Adrenaline Booster is a passive implant. Each time V neutralizes an enemy with a melee weapon, it restores a share of V's Stamina. At Tier 1 the refill is a tenth of the bar. At Tier 5++ it reaches a quarter.
Stamina pays for melee attacks, dodges and Dashes. A refill after each kill means V can turn straight to the next enemy without stopping to recover. Fights against groups gain the most, since every kill restores more Stamina for the next one.
The implant is attuned to Reflexes. Each Reflexes point adds a small bonus to Crit Chance. A character with full Reflexes gains two percent Crit Chance.
How to Get Adrenaline Booster Guide
- Visit any ripperdoc from the start of the game to buy it at Tier 1.
- Return every ten levels for a higher tier.
- Upgrade it at a ripperdoc with crafting components.
Adrenaline Booster Map Location
The map shows Viktor Vektor's clinic in Little China, one of the ripperdocs that sell it.
Adrenaline Booster map location:
Map credit by Map Genie.
Upgrades
The Adrenaline Booster comes in every tier from Tier 1 to Tier 5++. Each step raises the Stamina refill a little. The capacity cost stays the same at every tier. Ripperdocs stock a higher tier every ten levels, from Tier 2 at level 10 to Tier 5 at level 40. A ripperdoc can upgrade it with crafting components, which is the only way to reach Tier 5++.
The table shows what each tier step of Adrenaline Booster costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 1 to Tier 1+ | 30 Tier 1 components | - |
| Tier 1+ to Tier 2 | 22 Tier 2 components | - |
| Tier 2 to Tier 2+ | 30 Tier 2 components | - |
| Tier 2+ to Tier 3 | 22 Tier 3 components | - |
| Tier 3 to Tier 3+ | 30 Tier 3 components | - |
| Tier 3+ to Tier 4 | 22 Tier 4 components | - |
| Tier 4 to Tier 4+ | 30 Tier 4 components | - |
| Tier 4+ to Tier 5 | 22 Tier 5 components | - |
| Tier 5 to Tier 5+ | 30 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 75 Tier 5 components | Phantom Liberty |
Character Builds
The Adrenaline Booster belongs in a melee build. In the Reflexes tree, Lead And Steel and Finisher: Bladerunner cut the Stamina cost of blade attacks. Mean Streak restores more Stamina after a kill made while Dashing. Slaughterhouse restores Stamina when V dismembers an enemy. In the Body tree, Wrecking Ball and Quake cut the Stamina cost of blunt attacks. Kinetic Absorption restores Stamina when V blocks with a blunt weapon.
For other cyberware, the Isometric Stabilizer and Clutch Padding lower the Stamina cost of attacks. Together with the Adrenaline Booster, they keep the Stamina bar high through long fights. The implant sits in one of the three Circulatory System slots, beside implants such as the Blood Pump or the Biomonitor.
Select a Build
Claw x-MOD2 is thrown for stealth kills at range. The build runs explosives and throwables with a Sandevistan and plays at high speed.
Attributes: Body 20, Reflexes 20, Technical Ability 18, Intelligence 3, Cool 20.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Blind Spot | Cool 4 | Slower enemy detection while crouched | |
| Feline Footwork | Cool 4 | Faster and harder to hit while crouched | |
| Gag Order | Cool 4 | A quick hit after being spotted delays the alarm | |
| Killer Instinct | Cool 4 | More damage with knives, axes and silenced guns outside combat | |
| Accelerated Toxin Absorption | Cool 9 | Strong attacks and throws on Poisoned enemies deal the Poison damage at once | |
| Corrosion | Cool 9 | Poison works on drones, robots, mechs and turrets | |
| Neurotoxin | Cool 9 | Poisoned targets are blinded and cannot sprint | |
| Parasite | Cool 9 | Health back on thrown crits and headshots | |
| Scorpion Sting | Cool 9 | Thrown crits and headshots apply Poison | |
| Finisher: Act Of Mercy | Cool 15 | Throwable weapon finisher that restores Health | |
| Juggler | Cool 15 | Thrown weapon cooldown resets on a headshot or crit kill | |
| Pay It Forward | Cool 15 | Big damage on the first melee hit after picking up a thrown blade | |
| Pounce | Cool 15 | Finishers from farther away after a throw | |
| Creeping Death | Cool 15 | Health, Stamina and speed after a stealth kill | |
| Ninjutsu | Cool 15 | Crouch sprinting and more mitigation while crouched | |
| Shinobi Sprint | Cool 15 | Cheap crouch sprinting in combat | |
| Vanishing Act | Cool 15 | Optical Camo turns on while crouch sprinting | |
| Style Over Substance | Cool 20 | Guaranteed thrown crits while dashing or sliding | |
| Dash | Reflexes 9 | Dash replaces the dodge |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Biomonitor | Circulatory System | Uses a Health item when Health runs low | |
| Behavioral Imprint-Synced Faceplate | Face | A disguise that escapes the police | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and turrets | |
| Handle Wrap | Hands | Crit chance for throwable weapons | |
| Reinforced Tendons | Legs | Double jump | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
Nehan is thrown at the target first. Satori then follows with a quickdraw strike that applies Hemorrhage.
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Gag Order | Cool 4 | A quick hit after being spotted delays the alarm | |
| Killer Instinct | Cool 4 | More damage with knives, axes and silenced guns outside combat | |
| Bullet Deflect | Reflexes 9 | Blocked bullets fly back where the reticle points | |
| Bullet Time | Reflexes 9 | Free deflects that crit while time is slowed | |
| Flash And Thunderclap | Reflexes 9 | Strong attacks leap to enemies in range | |
| Lead And Steel | Reflexes 9 | Blades block incoming bullets | |
| Seeing Double | Reflexes 9 | Stronger counterattacks | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Finisher: Bladerunner | Reflexes 15 | Faster blade attacks and a finisher that restores Health | |
| Flash Of Steel | Reflexes 15 | Speed and attack speed after a finisher | |
| Going The Distance | Reflexes 15 | Double finisher range | |
| Opportunist | Reflexes 15 | Easier finishers on stunned, blinded or bleeding enemies | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Slaughterhouse | Reflexes 20 | Every attack causes Bleeding | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Microrotors | Circulatory System | Faster melee attacks | |
| Self-ICE | Frontal Cortex | Blocks an enemy quickhack | |
| Axolotl | Frontal Cortex | Kills cut all cyberware cooldowns | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and turrets | |
| Handle Wrap | Hands | Crit chance for throwable weapons | |
| Cellular Adapter | Integumentary System | Tech weapon damage and resistances from Technical Ability | |
| Reinforced Tendons | Legs | Double jump | |
| Stabber | Nervous System | Crit chance with blades and throwables | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
The Sandevistan goes on at the start of every fight to slow time. Blades close the gap on groups, and a revolver lands easy headshots while time is slowed. Kills extend the Sandevistan, so the character moves from one target to the next without stopping.
Attributes: Body 18, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 20.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Deadeye | Cool 15 | More headshot and weak spot damage | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Flash And Thunderclap | Reflexes 9 | Strong attacks leap to enemies in range | |
| Aerial Acrobat | Reflexes 15 | Better control in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Slaughterhouse | Reflexes 20 | Every attack causes Bleeding | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Heal-On-Kill | Circulatory System | Health on each kill | |
| Microrotors | Circulatory System | Faster melee attacks | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Optical Camo | Integumentary System | Near invisibility for a few seconds | |
| Kerenzikov | Nervous System | Slows time when aiming during a slide or dodge | |
| Stabber | Nervous System | Crit chance with blades and throwables | |
| Militech Apogee Sandevistan | Operating System | Slows time by 85% with crit bonuses | |
| Militech Falcon Sandevistan | Operating System | Slows time by 70% with damage and crit bonuses | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
Lore
The Adrenaline Booster's in-game line says it helps the body maintain performance under great strain. The implant goes into the Circulatory System. Its role is simple: every melee kill gives V the energy for the next attack.
Cyberware Categories
All Circulatory System Cyberware
Every Circulatory System implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Circulatory System Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Electromag Recycler | Technical Ability | 40 | Dogtown | |
| Isometric Stabilizer | Reflexes | 40 | Dogtown |
Standard Circulatory System Cyberware
| Name | Image | Attribute | Capacity | Location |
|---|---|---|---|---|
| Adrenaline Booster | Reflexes | 14 | ||
| Biomonitor | Technical Ability | 14 | ||
| Black Mamba | Reflexes | 16 | ||
| Blood Pump | Technical Ability | 15 | ||
| Clutch Padding | Body | 12 | ||
| Feedback Circuit | Technical Ability | 14 | ||
| Heal-On-Kill | Intelligence | 10 | ||
| Microrotors | Reflexes | 12 | Northside | |
| Second Heart | Body | 30 | ||
| ThreatEvac | Intelligence | 5 |